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  • Large Queries in Google

    - by marienbad
    I have a large query I want to do in google. It's just a string of OR's for the purpose of determining which search terms are ranked the highest compared to the others. It's not ABSURDLY large -- it's only 5,500 characters. But Google says: Request-URI Too Large The requested URL /search... is too large to process. Is there a way around?

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  • Parallelism in .NET – Part 7, Some Differences between PLINQ and LINQ to Objects

    - by Reed
    In my previous post on Declarative Data Parallelism, I mentioned that PLINQ extends LINQ to Objects to support parallel operations.  Although nearly all of the same operations are supported, there are some differences between PLINQ and LINQ to Objects.  By introducing Parallelism to our declarative model, we add some extra complexity.  This, in turn, adds some extra requirements that must be addressed. In order to illustrate the main differences, and why they exist, let’s begin by discussing some differences in how the two technologies operate, and look at the underlying types involved in LINQ to Objects and PLINQ . LINQ to Objects is mainly built upon a single class: Enumerable.  The Enumerable class is a static class that defines a large set of extension methods, nearly all of which work upon an IEnumerable<T>.  Many of these methods return a new IEnumerable<T>, allowing the methods to be chained together into a fluent style interface.  This is what allows us to write statements that chain together, and lead to the nice declarative programming model of LINQ: double min = collection .Where(item => item.SomeProperty > 6 && item.SomeProperty < 24) .Min(item => item.PerformComputation()); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Other LINQ variants work in a similar fashion.  For example, most data-oriented LINQ providers are built upon an implementation of IQueryable<T>, which allows the database provider to turn a LINQ statement into an underlying SQL query, to be performed directly on the remote database. PLINQ is similar, but instead of being built upon the Enumerable class, most of PLINQ is built upon a new static class: ParallelEnumerable.  When using PLINQ, you typically begin with any collection which implements IEnumerable<T>, and convert it to a new type using an extension method defined on ParallelEnumerable: AsParallel().  This method takes any IEnumerable<T>, and converts it into a ParallelQuery<T>, the core class for PLINQ.  There is a similar ParallelQuery class for working with non-generic IEnumerable implementations. This brings us to our first subtle, but important difference between PLINQ and LINQ – PLINQ always works upon specific types, which must be explicitly created. Typically, the type you’ll use with PLINQ is ParallelQuery<T>, but it can sometimes be a ParallelQuery or an OrderedParallelQuery<T>.  Instead of dealing with an interface, implemented by an unknown class, we’re dealing with a specific class type.  This works seamlessly from a usage standpoint – ParallelQuery<T> implements IEnumerable<T>, so you can always “switch back” to an IEnumerable<T>.  The difference only arises at the beginning of our parallelization.  When we’re using LINQ, and we want to process a normal collection via PLINQ, we need to explicitly convert the collection into a ParallelQuery<T> by calling AsParallel().  There is an important consideration here – AsParallel() does not need to be called on your specific collection, but rather any IEnumerable<T>.  This allows you to place it anywhere in the chain of methods involved in a LINQ statement, not just at the beginning.  This can be useful if you have an operation which will not parallelize well or is not thread safe.  For example, the following is perfectly valid, and similar to our previous examples: double min = collection .AsParallel() .Select(item => item.SomeOperation()) .Where(item => item.SomeProperty > 6 && item.SomeProperty < 24) .Min(item => item.PerformComputation()); However, if SomeOperation() is not thread safe, we could just as easily do: double min = collection .Select(item => item.SomeOperation()) .AsParallel() .Where(item => item.SomeProperty > 6 && item.SomeProperty < 24) .Min(item => item.PerformComputation()); In this case, we’re using standard LINQ to Objects for the Select(…) method, then converting the results of that map routine to a ParallelQuery<T>, and processing our filter (the Where method) and our aggregation (the Min method) in parallel. PLINQ also provides us with a way to convert a ParallelQuery<T> back into a standard IEnumerable<T>, forcing sequential processing via standard LINQ to Objects.  If SomeOperation() was thread-safe, but PerformComputation() was not thread-safe, we would need to handle this by using the AsEnumerable() method: double min = collection .AsParallel() .Select(item => item.SomeOperation()) .Where(item => item.SomeProperty > 6 && item.SomeProperty < 24) .AsEnumerable() .Min(item => item.PerformComputation()); Here, we’re converting our collection into a ParallelQuery<T>, doing our map operation (the Select(…) method) and our filtering in parallel, then converting the collection back into a standard IEnumerable<T>, which causes our aggregation via Min() to be performed sequentially. This could also be written as two statements, as well, which would allow us to use the language integrated syntax for the first portion: var tempCollection = from item in collection.AsParallel() let e = item.SomeOperation() where (e.SomeProperty > 6 && e.SomeProperty < 24) select e; double min = tempCollection.AsEnumerable().Min(item => item.PerformComputation()); This allows us to use the standard LINQ style language integrated query syntax, but control whether it’s performed in parallel or serial by adding AsParallel() and AsEnumerable() appropriately. The second important difference between PLINQ and LINQ deals with order preservation.  PLINQ, by default, does not preserve the order of of source collection. This is by design.  In order to process a collection in parallel, the system needs to naturally deal with multiple elements at the same time.  Maintaining the original ordering of the sequence adds overhead, which is, in many cases, unnecessary.  Therefore, by default, the system is allowed to completely change the order of your sequence during processing.  If you are doing a standard query operation, this is usually not an issue.  However, there are times when keeping a specific ordering in place is important.  If this is required, you can explicitly request the ordering be preserved throughout all operations done on a ParallelQuery<T> by using the AsOrdered() extension method.  This will cause our sequence ordering to be preserved. For example, suppose we wanted to take a collection, perform an expensive operation which converts it to a new type, and display the first 100 elements.  In LINQ to Objects, our code might look something like: // Using IEnumerable<SourceClass> collection IEnumerable<ResultClass> results = collection .Select(e => e.CreateResult()) .Take(100); If we just converted this to a parallel query naively, like so: IEnumerable<ResultClass> results = collection .AsParallel() .Select(e => e.CreateResult()) .Take(100); We could very easily get a very different, and non-reproducable, set of results, since the ordering of elements in the input collection is not preserved.  To get the same results as our original query, we need to use: IEnumerable<ResultClass> results = collection .AsParallel() .AsOrdered() .Select(e => e.CreateResult()) .Take(100); This requests that PLINQ process our sequence in a way that verifies that our resulting collection is ordered as if it were processed serially.  This will cause our query to run slower, since there is overhead involved in maintaining the ordering.  However, in this case, it is required, since the ordering is required for correctness. PLINQ is incredibly useful.  It allows us to easily take nearly any LINQ to Objects query and run it in parallel, using the same methods and syntax we’ve used previously.  There are some important differences in operation that must be considered, however – it is not a free pass to parallelize everything.  When using PLINQ in order to parallelize your routines declaratively, the same guideline I mentioned before still applies: Parallelization is something that should be handled with care and forethought, added by design, and not just introduced casually.

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  • Fix invalid objects and components - BEFORE you upgrade!

    - by Mike Dietrich
    We are currently running a Tech Challange Workshop with 25 Oracle consultants and support folks from all over EMEA. We call it Tech Challange because we seperate these experts having between 5 and 20 years of Oracle experience into 5 groups - and each group has to complete their special challange such as moving a database from 10.2 to Exadata V2 or upgrading from single instance 10.2 to Real Application Clusters 11.2 with the new Grid Infrastructure. Actually we start this training with a bit presentation pieces about upgrades, Real Application Testing and Golden Gate. And one topic I always point out: Keep your database tidy before the upgrade!!! Clean up all invalid objects - especially in SYS and SYSTEM user schema BEFORE you upgrade. Use utlrp.sql to recompile invalid objects. Use Note:753041.1 to diagnose and fix invalid components. Do this always BEFORE you start the upgrade. Even if it may take some time. Otherwise your upgrade could fails or significant parts of the database packages could be invalid after the upgrade as well. I just came across this today as one group had ~240 invalid objects in the database - and due to the fact that the original system was still there could proof that the objects had been invalid before. Good job, BUT ... :-)

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  • Interfaces, Adapters, exposing business objects via WCF design

    - by Onam
    I know there have been countless discussions about this but I think this question is slightly different and may perhaps prompt a heated discussion (lets keep it friendly). The scene: I am developing a system as a means for me to learn various concepts and I came across a predicament which my brain is conflicting with. That is whether to keep my interfaces in a separate class library or should they live side by side my business objects. I want to expose certain objects via WCF, however refuse to expose them in its entirety. I am sure most will agree exposing properties such as IDs and other properties is not good practice but also I don't want to have my business objects decorated with attributes. The question: Essentially, I'll be having a separate interface for each of my objects that will essentially be exposed to the outside world (could end up being quite a few) so does it make sense to create a separate class library for interfaces? This also brings up the question of whether adapters should live in a separate class library too as ideally I want a mechanism from transferring from one object to the other and vice versa?

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  • Java game design question (graphical objects)

    - by vemalsar
    Hello Guys, I'm beginner in game development, in Java and here on this site too and I have a game design question. Please comment my idea: I have a main loop which call update and draw method. I want to use an ArrayList which store graphical objects, they have coordinate and image or text to draw and my game objects extends this class. In update, I can choose which objects should be put in the array and in draw method I'll display the elements of array on the screen. I'm using a buffer and draw first there, but it is not important now I guess...Here is a simple (not full) code, only the logic: public class GamePanel extends JPanel implements KeyListener { ArrayList<graphicalObjects> graphArray = new ArrayList<graphicalObjects>(); public void update() { //change the game scene, update the graphArray, process input etc. } public void draw() { //draws every element of graphArray to a JPanel } public static main(String[] args) { while(true) { update(); draw(); } } } My questions: Should have I use interface or abstract class for graphicalObjects? graphicalObjects class and the ArrayList really needs or there is some better solution? How to draw objects? They draw themself with their own method or in the draw method I have to draw manually based on graphicalObjects variables (x,y coordinates, image etc.)? If this conception is wrong, please suggest another one! All comments are welcome and sorry if this is dumb question, thanks!

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  • colliding btRigidBody objects behave strangely when moving slowly

    - by Piku
    I'm trying to use Bullet Physics in my iOS game. The engine appears to be correctly compiled in that the demos work fine. In my game I have the player's ship and some enemy ships. They're defined as btRigidBody objects and btCollisionObjects and I'm using btSphereShapes for collision. At 'fast' speeds, collisions appear to happen sensibly - things collide and nothing goes 'weird'. If the speeds are very slow though and the player's ship touches a non-moving object the collision happens, but then the player's ship moves at incredible speed over the next few frames and appears a long distance from where it collided - completely out of proportion to the speed it was moving before impact. To move the things around I'm using setLinearVelocity() each frame, ticking the physics engine, then using getMotionState() to update the rendering code I have. Part of the issue might be I don't quite understand how to set the correct mass or what the best speeds are to use for anything. I'm mostly sticking numbers in and seeing what happens. Should I be using Bullet in this way, and are there any guidelines for deciding on the mass of objects? (am I right in assuming that in collisions heavier objects will force lighter objects to move more)

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  • How to Transfer Large File from MS Word Add-In (VBA) to Web Server?

    - by Ian Robinson
    Overview I have a Microsoft Word Add-In, written in VBA (Visual Basic for Applications), that compresses a document and all of it's related contents (embedded media) into a zip archive. After creating the zip archive it then turns the file into a byte array and posts it to an ASMX web service. This mostly works. Issues The main issue I have is transferring large files to the web site. I can successfully upload a file that is around 40MB, but not one that is 140MB (timeout/general failure). A secondary issue is that building the byte array in the VBScript Word Add-In can fail by running out of memory on the client machine if the zip archive is too large. Potential Solutions I am considering the following options and am looking for feedback on either option or any other suggestions. Option One Opening a file stream on the client (MS Word VBA) and reading one "chunk" at a time and transmitting to ASMX web service which assembles the "chunks" into a file on the server. This has the benefit of not adding any additional dependencies or components to the application, I would only be modifying existing functionality. (Fewer dependencies is better as this solution should work in a variety of server environments and be relatively easy to set up.) Question: Are there examples of doing this or any recommended techniques (either on the client in VBA or in the web service in C#/VB.NET)? Option Two I understand WCF may provide a solution to the issue of transferring large files by "chunking" or streaming data. However, I am not very familiar with WCF, and am not sure what exactly it is capable of or if I can communicate with a WCF service from VBA. This has the downside of adding another dependency (.NET 3.0). But if using WCF is definitely a better solution I may not mind taking that dependency. Questions: Does WCF reliably support large file transfers of this nature? If so, what does this involve? Any resources or examples? Are you able to call a WCF service from VBA? Any examples?

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  • Do immutable objects and DDD go together?

    - by SnOrfus
    Consider a system that uses DDD (as well: any system that uses an ORM). The point of any system realistically, in nearly every use case, will be to manipulate those domain objects. Otherwise there's no real effect or purpose. Modifying an immutable object will cause it to generate a new record after the object is persisted which creates massive bloat in the datasource (unless you delete previous records after modifications). I can see the benefit of using immutable objects, but in this sense, I can't ever see a useful case for using immutable objects. Is this wrong?

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  • How does TDD address interaction between objects?

    - by Gigi
    TDD proponents claim that it results in better design and decoupled objects. I can understand that writing tests first enforces the use of things like dependency injection, resulting in loosely coupled objects. However, TDD is based on unit tests - which test individual methods and not the integration between objects. And yet, TDD expects design to evolve from the tests themselves. So how can TDD possibly result in a better design at the integration (i.e. inter-object) level when the granularity it addresses is finer than that (individual methods)?

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  • Do immutable objects and DDD go together?

    - by SnOrfus
    Consider a system that uses DDD (as well: any system that uses an ORM). The point of any system realistically, in nearly every use case, will be to manipulate those domain objects. Otherwise there's no real effect or purpose. Modifying an immutable object will cause it to generate a new record after the object is persisted which creates massive bloat in the datasource (unless you delete previous records after modifications). I can see the benefit of using immutable objects, but in this sense, I can't ever see a useful case for using immutable objects. Is this wrong?

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  • Component-based design: handling objects interaction

    - by Milo
    I'm not sure how exactly objects do things to other objects in a component based design. Say I have an Obj class. I do: Obj obj; obj.add(new Position()); obj.add(new Physics()); How could I then have another object not only move the ball but have those physics applied. I'm not looking for implementation details but rather abstractly how objects communicate. In an entity based design, you might just have: obj1.emitForceOn(obj2,5.0,0.0,0.0); Any article or explanation to get a better grasp on a component driven design and how to do basic things would be really helpful.

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  • Question about component based design: handling objects interaction

    - by Milo
    I'm not sure how exactly objects do things to other objects in a component based design. Say I have an Obj class. I do: Obj obj; obj.add(new Position()); obj.add(new Physics()); How could I then have another object not only move the ball but have those physics applied. I'm not looking for implementation details but rather abstractly how objects communicate. In an entity based design, you might just have: obj1.emitForceOn(obj2,5.0,0.0,0.0); Any article or explanation to get a better grasp on a component driven design and how to do basic things would be really helpful.

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  • Mock Objects for Testing - Test Automation Engineer Perspective

    - by user9009
    Hello How often QA engineers are responsible for developing Mock Objects for Unit Testing. So dealing with Mock Objects is just developer job ?. The reason i ask is i'm interested in QA as my career and am learning tools like JUnit , TestNG and couple of frameworks. I just want to know until what level of unit testing is done by developer and from what point QA engineer takes over testing for better test coverage ? Thanks Edit : Based on the answers below am providing more details about what QA i was referring to . I'm interested in more of Test Automation rather than simple QA involved in record and play of script. So Test Automation engineers are responsible for developing frameworks ? or do they have a team of developers dedicated in Framework development ? Yes i was asking about usage of Mock Objects for testing from Test Automation engineer perspective.

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  • Best approach to get clicked objects from a display list (2D)

    - by Ixx
    I'm implementing a display list to manage my visuals on screen. I want to know which object is clicked. My objects already have z-order variable. With my current knowledge (almost nothing) the only thing which comes to my mind is make a linear search and get all the objects which contains the clicked point. And then select the object with the highest z-order. But I know there are far better approaches. I think it's something with trees (binary search?). - container display objects and search recursively? just don't know where to start looking, for this concrete case. Any hint link or concrete solution is welcome.

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  • Syncing objects to a remote server, and caching on local storage

    - by Harry
    What's the best method of sycing objects (as JSON) to a remote server, with local caching? I have some objects that will pretty much just be plain-text with some extra meta-data. I was thinking of perhaps including a "last modified date" for both Local storage and Remote storage. This could then be used to determine which object is the most recent. For example, even though objects will be saved to both local and remote when they are saved, sometimes the user may not have internet access, or the server may be down, or any other number of things. In this case, the last modified date for remote storage would be reverted to its previous date. Local storage would remain as it is. At this point, the user could exit the application, and when they reload the application would then look at the last modified dates of the local and remote storages, and decide. Is there anything I'm missing with this? Is there a better method that I could use?

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  • Do you I think I should integrate something like AWS or other cloud service from the initial phases of my project?

    - by Kareem Ergawy
    Do you I think I should integrate something like AWS or other cloud service from the initial phases of my project or I should be working on the front and back end components regularly and integrate AWS later? I am starting to work on a mobile service. From day one, I wish to make sure that my service will be scalable and able to handle large loads of requests. This is my first time in architecting a large scale system from the beginning so I can't decide what is best.

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  • Moving from mock to real objects?

    - by jjchiw
    I'm like doing TDD so I started everything mocking objects, creating interface, stubbing, great. The design seems to work, now I'll implement the stuff, a lot of the code used in the stubs are going to be reused in my real implementation yay! Now should I duplicate the tests to use the real object implementation (but keeping the mocks object of the sensitive stuff like Database and "services" that are out of my context (http calls, etc...)) Or just change the mocks and stubs of the actual tests to use the real objects....... So the question is that, keep two tests or replace the stubs, mocks? And after that, I should keep designing with the mocks, stubs or just go with real objects? (Just making myself clear I'll keep the mock object of the sensitive stuff like database and services that are out of my context, in both situations.)

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  • How to Upload Really Large Files to SkyDrive, Dropbox, or Email

    - by Matthew Guay
    Do you need to upload a very large file to store online or email to a friend? Unfortunately, whether you’re emailing a file or using online storage sites like SkyDrive, there’s a limit on the size of files you can use. Here’s how to get around the limits. Skydrive only lets you add files up to 50 MB, and while the Dropbox desktop client lets you add really large files, the web interface has a 300 MB limit, so if you were on another PC and wanted to add giant files to your Dropbox, you’d need to split them. This same technique also works for any file sharing service—even if you were sending files through email. There’s two ways that you can get around the limits—first, by just compressing the files if you’re close to the limit, but the second and more interesting way is to split up the files into smaller chunks. Keep reading for how to do both. Latest Features How-To Geek ETC The How-To Geek Guide to Learning Photoshop, Part 8: Filters Get the Complete Android Guide eBook for Only 99 Cents [Update: Expired] Improve Digital Photography by Calibrating Your Monitor The How-To Geek Guide to Learning Photoshop, Part 7: Design and Typography How to Choose What to Back Up on Your Linux Home Server How To Harmonize Your Dual-Boot Setup for Windows and Ubuntu Hang in There Scrat! – Ice Age Wallpaper How Do You Know When You’ve Passed Geek and Headed to Nerd? On The Tip – A Lamborghini Theme for Chrome and Iron What if Wile E. Coyote and the Road Runner were Human? [Video] Peaceful Winter Cabin Wallpaper Store Tabs for Later Viewing in Opera with Tab Vault

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  • Coding in large chunks ... Code verification skills

    - by Andrew
    As a follow up to my prev question: What is the best aproach for coding in a slow compilation environment To recap: I am stuck with a large software system with which a TDD ideology of "test often" does not work. And to make it even worse the features like pre-compiled headers/multi-threaded compilation/incremental linking, etc is not available to me - hence I think that the best way out would be to add the extensive logging into the system and to start "coding in large chunks", which I understand as code for a two-three hours first (as opposed to 15-20 mins in TDD) - thoroughly eyeball the code for a 15 minutes and only after all that do the compilation and run the tests. As I have been doing TDD for a quite a while, my code eyeballing / code verification skills got rusty (you don't really need this that much if you can quickly verify what you've done in 5 seconds by running a test or two) - so I am after a recommendations on how to learn these source code verification/error spotting skills again. I know I was able to do that easily some 5-10 years ago when I din't have much support from the compiler/unit testing tools I had until recently, thus there should be a way to get back to the basics.

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  • Sort algorithms that work on large amount of data

    - by Giorgio
    I am looking for sorting algorithms that can work on a large amount of data, i.e. that can work even when the whole data set cannot be held in main memory at once. The only candidate that I have found up to now is merge sort: you can implement the algorithm in such a way that it scans your data set at each merge without holding all the data in main memory at once. The variation of merge sort I have in mind is described in this article in section Use with tape drives. I think this is a good solution (with complexity O(n x log(n)) but I am curious to know if there are other (possibly faster) sorting algorithms that can work on large data sets that do not fit in main memory. EDIT Here are some more details, as required by the answers: The data needs to be sorted periodically, e.g. once in a month. I do not need to insert a few records and have the data sorted incrementally. My example text file is about 1 GB UTF-8 text, but I wanted to solve the problem in general, even if the file were, say, 20 GB. It is not in a database and, due to other constraints, it cannot be. The data is dumped by others as a text file, I have my own code to read this text file. The format of the data is a text file: new line characters are record separators. One possible improvement I had in mind was to split the file into files that are small enough to be sorted in memory, and finally merge all these files using the algorithm I have described above.

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  • OpenGL ES 2.0 texture distortion on large geometry

    - by Spruce
    OpenGL ES 2.0 has serious precision issues with texture sampling - I've seen topics with a similar problem, but I haven't seen a real solution to this "distorted OpenGL ES 2.0 texture" problem yet. This is not related to the texture's image format or OpenGL color buffers, it seems like it's a precision error. I don't know what specifically causes the precision to fail - it doesn't seem like it's just the size of geometry that causes this distortion, because simply scaling vertex position passed to the the vertex shader does not solve the issue. Here are some examples of the texture distortion: Distorted Texture (on OpenGL ES 2.0): http://i47.tinypic.com/3322h6d.png What the texture normally looks like (also on OpenGL ES 2.0): http://i49.tinypic.com/b4jc6c.png The texture issue is limited to small scale geometry on OpenGL ES 2.0, otherwise the texture sampling appears normal, but the grainy effect gradually worsens the further the vertex data is from the origin of XYZ(0,0,0) These texture issues do not occur on desktop OpenGL (works fine under Windows XP, Windows 7, and Mac OS X) I've only seen the problem occur on Android, iPhone, or WebGL(which is similar to OpenGL ES 2.0) All textures are power of 2 but the problem still occurs Scaling the vertex data - The values of a vertex's X Y Z location are in the range of: -65536 to +65536 floating point I realized this was large, so I tried dividing the vertex positions by 1024 to shrink the geometry and hopefully get more accurate floating point precision, but this didn't fix or lessen the texture distortion issue Scaling the modelview or scaling the projection matrix does not help Changing texture filtering options does not help Disabling mipmapping, or using GL_NEAREST/GL_LINEAR does nothing Enabling/disabling anisotropic does nothing The banding effect still occurs even when using GL_CLAMP Dividing the texture coords passed to the vertex shader and then multiplying them back to the correct values in the fragment shader, also does not work precision highp sampler2D, highp float, highp int - in the fragment or the vertex shader didn't change anything (lowp/mediump did not work either) I'm thinking this problem has to have been solved at one point - Seeing that OpenGL ES 2.0 -based games have been able to render large-scale, highly detailed geometry

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  • Organization standards for large programs

    - by Chronicide
    I'm the only software developer at the company where I work. I was hired straight out of college, and I've been working here for several years. When I started, eveeryone was managing their own data as they saw fit (lots of filing cabinets). Until recently, I've only been tasked with small standalone projects to help with simple workflows. In the beginning of the year I was asked to make a replacement for their HR software. I used SQL Server, Entity Framework, WPF, along with MVVM and Repository/Unit of work patterns. It was a huge hit. I was very happy with how it went, and it was a very solid program. As such, my employer asked me to expand this program into a corporate dashboard that tracks all of their various corporate data domains (People, Salary, Vehicles/Assets, Statistics, etc.) I use integrated authentication, and due to the initial HR build, I can map users to people in positions, so I know who is who when they open the program, and I can show each person a customized dashboard given their work functions. My concern is that I've never worked on such a large project. I'm planning, meeting with end users, developing, documenting, testing and deploying it on my own. I'm part way through the second addition, and I'm seeing that my code is getting disorganized. It's still programmed well, I'm just struggling with the organization of namespaces, classes and the database model. Are there any good guidelines to follow that will help me keep everything straight? As I have it now, I have folders for Data, Repositories/Unit of Work, Views, View Models, XAML Resources and Miscellaneous Utilities. Should I make parent folders for each data domain? Should I make separate EF models per domain instead of the one I have for the entire database? Are there any standards out there for organizing large programs that span multiple data domains? I would appreciate any suggestions.

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  • Storing large array of tiles, but allowing easy access to data

    - by Cyral
    I've been thinking about this for a while. I have a 2D tile bases platformer in XNA with a large array of tile data, I've been running into memory problems with large maps. (I will add chunks soon!) Currently, Each tile contains an Item along with other properties like how its rotated, if it has forground / background, etc. An Item is static and has properties like the name, tooltip, type of item, how much light it emits, the collision it does to player, etc. Examples: public class Item { public static List<Item> Items; public Collision blockCollisionType; public string nameOfItem; public bool someOtherVariable,etc,etc public static Item Air public static Item Stone; public static Item Dirt; static Item() { Items = new List<Item>() { (Stone = new Item() { nameOfItem = "Stone", blockCollisionType = Collision.Solid, }), (Air = new Item() { nameOfItem = "Air", blockCollisionType = Collision.Passable, }), }; } } Would be an Item, The array of Tiles would contain a Tile for each point, public class Tile { public Item item; //What type it is public bool onBackground; public int someOtherVariables,etc,etc } Now, Most would probably use an enum, or a form of ID to identify blocks. Well my system is really nice just to find out about an item. I can simply do tiles[x,y].item.Name To get the name for example. I realized my Item property of the tile is over 1000 Bytes! Wow! What I'm looking for is a way to use an ID (Int or byte depending on how many items) instead of an Item but still have a method for retreiving data about the type of item a tile contains.

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